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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Helmsman
![]() Join Date: Feb 2001
Location: Pennsylvania-Endless Moutains
Posts: 106
Downloads: 72
Uploads: 0
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![]() Quote:
I wish Dev's would get someone on their teams to do ACCURATE research. It irks me because the factual info is out there, it just required someone to do the leg work. These Sub Sims could be a whole Lot better out of the box. ![]()
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A Submarine Simulation should "simulate" Historical Reality as best as possible! No Excuse, because whatsoever your trying to simulate, is documented..somewhere! |
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#2 | |
Swabbie
![]() Join Date: Jul 2017
Posts: 6
Downloads: 34
Uploads: 0
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![]() Quote:
![]() Last edited by PzKpfw_VI; 09-05-21 at 08:24 PM. |
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#3 |
Seaman
![]() Join Date: Jun 2006
Location: Canada
Posts: 31
Downloads: 0
Uploads: 0
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Regarding fuel consumption.
The map is flat. Some east and west measurements from the same longitude but at different latitudes produce identical distances when in reality the farther from the equator you measure the shorter the distance should be. This means that not only is the map flat, the Uboat world is flat. Flat flat flat. (Incidentally the option for globe in settings is just for visuals, not navigation.) The problem with this is that this means that in turn the ocean is oversized. The devs can give us more fuel or otherwise change our range but this will mean that we either have too much range or too little depending on where we are sent for patrol. It probably can't be changed because it is likely a fundamental part of the games core, but I really wish it was a globe and just the map was flat. It is not like the computers can't handle the math. MSFS had a true globe for navigation since like FS95 and maybe earlier. |
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